Path: chuka.playstation.co.uk!news From: Lars Barstad Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Character Animation Date: Sun, 08 Jun 1997 01:48:16 +0200 Organization: Reptile Design Lines: 42 Message-ID: <3399F340.985@reptile.no> References: <339969CC.519D@cobradev.demon.co.uk> <3398E2FE.2169@reptile.no> <3399FC2D.3384@cobradev.demon.co.uk> Reply-To: lars.barstad@reptile.no NNTP-Posting-Host: grimstad-13.ppp.sn.no Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (WinNT; I) To: colin adams > This Method is What I referred to When I said Frame Flipping. For Me > its not > a Problem to Code Animation Routines. In fact They are already written. > I was Approaching the Problem from an Artists point of view. Artists are > Creative > people & Artists Will almost Certainly want to Update Graphics Many > Times > During The Development of a Project, Just as a Coder adds Extra Code to > a > function or a musician adds new Riffs to a Tune. > If Every time I added a variable to a Function (Polygon in Artist case) > I had > to rewrite the function (Color/Texture in Artist case) I wouldn't be > very happy > with the situation & would feel that my Creativity is Curtailed. > Graphics Creation > Becomes very much a "One Shot Affair". > (Adds a new slant on the Statement "Yaroze Means Lets Create"). I think the method described is sufficent, although I'd love some better tools. The Animetix plugin for 3ds would sure hit the spot. If the artist designs a model & complete the animation, he has to do it over again if he decides to change the model. The only extra step is to add textures & colors to ONE frame, and that's not so bad I think. > I agree, but its a bit of a Hack isn't it? All this stuff should be > High Level IMHO. TMD should have supported extra vertex & normal lists for character animation, since we are stuck with it. It would sure help if you could build our own data structures instead of using TMD. Maybe it's worth the time to debug the OT and figure out how to draw polys directly. Lars